Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
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Justified (DW): (Innate)

This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
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Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:

Synchronize: (Innate)

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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Trace: (Can be Activated)

When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced. ​

Telepathy: (Innate)

This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
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Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Inner Focus: (Innate)

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. ​

Multiscale: (Innate)

This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved. ​

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
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Psyquic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Oblivious: (Innate)

This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.​

Own Tempo: (Innate)

This Pokemon moves at its own pace and cannot be confused by any method.
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Regenerator: (Innate)

When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
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Serene Grace: (Innate)

This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
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Super Luck: (Innate)

This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
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Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Speed Boost(Innate): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Compoundeyes(Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Frisk(Innate): The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Sand Veil(Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Immunity(Innate): This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Unaware(Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Klutz(Can be Disabled): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
17: Drought is applied to the battle.
22: The roulette is slowed down for the rest of the challenge(N is halved)
21: The roulette is sped up for the rest of the challenge(N is doubled).
22: The roulette is slowed down for the rest of the challenge(N is halved)
20: Snow Warning is applied to the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
17: Drought is applied to the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
17: Drought is applied to the battle.
22: The roulette is slowed down for the rest of the challenge(N is halved)
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
9: Challenger’s Pokemon are poisoned for the duration of the battle.
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Insomnia(Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck(Innate): This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Poison Point(Can Be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Swarm(Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Quick Feet(Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Keen Eye(Innate): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Tangled Feet(Innate): When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.

Big Pecks(Innate): This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.

22: The roulette is slowed down for the rest of the challenge(N is halved)
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
23: No Event
19: Sandstream is applied to the battle.
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
10: Challenger’s Pokemon are burned for the duration of the battle.
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
24: Challenger wins 1 free CC, then battles normally
24: Challenger wins 1 free CC, then battles normally

Murkrow: Perish Song~Fly Gallade
IF Gallade is the target of a successful (self-protecting/evasive move) including by itself on A2, THEN replace that action with Night Shade Gardevoir.
IF Gallade is KO'd replace remaining actions with Night Shade Gardevoir.

Scolipede: Earthquakex2

Pidgeotto: Faint Attack Gardevoirx2
IF Gardevoir is the target of a successful (self-protecting/evasive action)(including by itself) which activates before you can move, THEN replace that action with Brave Bird Gallade.
IF you are targeted by an Encore AND the conditions for the previous substitution were activated, THEN redirect that action to target Dragonite.
IF Gardevoir is KO'd, replace al remaining actions with Wing Attack Dragonite.